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3 Dimensional Chat / My first tree modeled & textured!

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Medieval Coder
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Posted: 28th Feb 2006 06:00
Tell me what you think it has about 650 polys...thats a low poly number for a tree right?
Its an oak tree.



What do you think?
Medieval Coder
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Posted: 28th Feb 2006 06:07
Here is a better pic!

http://i50.photobucket.com/albums/f326/gandalfmight/oaktree3.jpg[href]
Mucky Muck Ninja
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Posted: 28th Feb 2006 06:18
Its pretty good, I would reccomend doing some alpha mapping on the leaves to make it look less like a ball of leaves and more like branches.

''From now on we will travel in TUBES!'' ~Tenacious D
"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
jasonhtml
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Posted: 28th Feb 2006 15:44
wow, better than my first tree

Deathquest (MMORPG)
Deathquest Thread: http://forum.thegamecreators.com/?m=forum_view&t=61108&b=8
DD Studios Website: http://www.geocities.com/jasonhtml/
Sven B
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Posted: 28th Feb 2006 17:32 Edited at: 28th Feb 2006 17:32
My first tree was made with TreeMagik

300-400 polygons...

Though that doesn't really count huh.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Medieval Coder
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Posted: 1st Mar 2006 02:55 Edited at: 1st Mar 2006 02:58
Erm......what is alpha mapping?
Also does anyone have any pictures of it done on an object?
Oddmind
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Posted: 1st Mar 2006 03:11 Edited at: 1st Mar 2006 03:12
did you check out seppukus tutorial? He goes over alpha mapping. The quick short of it is that there is a color on an image that can be turned transparent. So when you texture a polygon and you have say, RGB 0,0,0 which would be black, set as the transparent color, everything black on the poly would be transparent.

I cant find the tutorial now, but if everything but your leaves were black it would look more detailed because the plae would dissapear making it see that each leave is its own poly.

Nice tree model though, its a bit shiny in the pic but thats easily fixed.

EDIT: I found the tutorial
http://forum.thegamecreators.com/?m=forum_view&t=71048&b=3

there ya go

formerly KrazyJimmy
Medieval Coder
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Posted: 1st Mar 2006 03:28
Thanks...

Dont you need a command in DBpro to make RBG 0,0,0 transparent?
If you do say that command can you have it only for that one object? or is it done to the whole level?
Oddmind
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Posted: 1st Mar 2006 23:08
"Set object transparency" i believe, if im not mistaken.

formerly KrazyJimmy
Van B
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Posted: 2nd Mar 2006 17:05 Edited at: 2nd Mar 2006 17:06
Standard transparency:
Anything black on your textures will be hidden when you use transparency mode 1.

Specified transparency:
Like above, and using transparency mode 1, except you would set the transparency colour, say RGB(255,0,255) which is a loud pinky-purple colour that most people would never use. This is a good way to get black into your media, I prefer to use this for strickly 2D stuff that does'nt need Anti-Aliasing. You would set the new default transparency colour using SET IMAGE COLOURKEY.

Alpha transparency:
The best format for this is .PNG, and a decent art package like Photoshop CS or PSP9. It uses the art packages transparency to set the transparent areas using transparency mode 2 or 3. This gives full control over everything, lets you have translucent but coloured glass and AA and cool stuff like that. It's more time consuming but gives much better results.

1-Bit Alpha transparency:
This takes your alpha layer in the same way as above, except that the alpha is set to a binary state, which makes it possible to make smooth solid curves instead of blends, nice for leaves and suchlike - a lot like the early MOH games. This gives the impression that the texture is much higher resolution, because of the way the alpha is calculated - the texture still affects the polygon, but where the alpha drops below a certain point the texture is ignored, and because the alpha is smooth, you get curves and sharp edges that defy normal transparencies resolution. This is a good mode for any solid texture that you want to cut holes in, especiall nice round holes - consider this anyone who wants incredibly low polygon cars - you can use alpha to cut out all the fidly bits like the wheel recesses and windows. You'd use transparency mode 4 for this.


Van-B

Put away, those fiery biscuits!
Seppuku Arts
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Posted: 2nd Mar 2006 18:34
nice better than my first real tree, and that was made as part of my tut lol, but as they said, alpha mapping will do a charm

Medieval Coder
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Posted: 5th Mar 2006 23:11 Edited at: 5th Mar 2006 23:12
[quote] 1-Bit Alpha transparency:
This takes your alpha layer in the same way as above, except that the alpha is set to a binary state, which makes it possible to make smooth solid curves instead of blends, nice for leaves and suchlike - a lot like the early MOH games. This gives the impression that the texture is much higher resolution, because of the way the alpha is calculated - the texture still affects the polygon, but where the alpha drops below a certain point the texture is ignored, and because the alpha is smooth, you get curves and sharp edges that defy normal transparencies resolution. This is a good mode for any solid texture that you want to cut holes in, especiall nice round holes - consider this anyone who wants incredibly low polygon cars - you can use alpha to cut out all the fidly bits like the wheel recesses and windows. You'd use transparency mode 4 for this.

--------------------------
So you could create 6 poly swords just out of a rectangle? That look very high poly?
DB newbie
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Posted: 6th Mar 2006 18:52
is there any chance that you can post the tree as a download so we can use it.

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Phaelax
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Posted: 6th Mar 2006 20:34
I like the style. Reminds me of something I might see in Thief.


Medieval Coder
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Posted: 6th Mar 2006 20:50 Edited at: 6th Mar 2006 20:51
is there any chance that you can post the tree as a download so we can use it.

no....sorry im going to use it for my game...

Here i will reask my question...
~~~
Quote: " 1-Bit Alpha transparency:
This takes your alpha layer in the same way as above, except that the alpha is set to a binary state, which makes it possible to make smooth solid curves instead of blends, nice for leaves and suchlike - a lot like the early MOH games. This gives the impression that the texture is much higher resolution, because of the way the alpha is calculated - the texture still affects the polygon, but where the alpha drops below a certain point the texture is ignored, and because the alpha is smooth, you get curves and sharp edges that defy normal transparencies resolution. This is a good mode for any solid texture that you want to cut holes in, especiall nice round holes - consider this anyone who wants incredibly low polygon cars - you can use alpha to cut out all the fidly bits like the wheel recesses and windows. You'd use transparency mode 4 for this.

--------------------------
So you could create 6 poly swords just out of a rectangle? That look very high poly?
So you take a 6 sided polygon and texture the part you want to see on say the top and leave the rest black...for the side the same thing..and then do the other sides.
would it turn out looking like a high poly sword? Could you even do this?
Also by this tecnique could you make a tree just out of this? 6 sided polygon and use the same method?
Medieval Coder
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Posted: 6th Mar 2006 23:44
I would try the method above out but....
I dont own DBP at the moment...
Mucky Muck Ninja
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Posted: 6th Mar 2006 23:54
No i don't think you could. You could make a sword out of a plane, but it would be flat. Usually things like arrows and fences, and hair are made this way. I don't think you can make an object with width using alpha mapping. You might get close if you used normal mapping on a plane to make it look more 3d.

''From now on we will travel in TUBES!'' ~Tenacious D
"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
Medieval Coder
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Posted: 7th Mar 2006 01:00 Edited at: 7th Mar 2006 01:03
Alright I MADE[u][b] the item i was talking about!
If you would could you load this in DBP and see if my idea works...?
Please!!!
Mabye i should buy it soon
Included is my idea!
THere is a 6 sided rectangle....which is in .3ds to make it easy
Also the UV mapped sword is there.....

Here is the UV mapped er....below not sure how it works with dbp
http://i50.photobucket.com/albums/f326/gandalfmight/cube1_auv.jpg


Attached is the rectangle for the texture..,
Mucky Muck Ninja
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Posted: 7th Mar 2006 02:56
Nope doesn't work. All you are doing is painting swords onto a cube. It doesn't help if its transparent, the pictures are still in the same place as if it was a cube, so they are floating next to eachother.

And btw the model is in wings 3d format not 3ds.

''From now on we will travel in TUBES!'' ~Tenacious D
"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
Medieval Coder
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Posted: 7th Mar 2006 03:49
sorry my mistake...owell....to bad it doesnt work....
Must be some way to make a 6 sided cube look like a 1k poly sword....hmmm i will keep thinking...
Medieval Coder
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Posted: 7th Mar 2006 04:10
Ive got another idea!!! mabye a small box will work...Imgoing to try on my brand new dark basic pro when it arrives ...if it arrives
o wait no it still wont work ignore me.....

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